The Open Sea is a Kill-On-Sight (KOS) zone for ships actively piloting within its waters. While in this area:
Players may fire cannons at other ships, attempt to rob them, and engage in violent acts as permitted by mutual consent.
This rule applies only to ship-to-ship combat and does not extend to underwater activities.
Sea Communication and Environment
Communication between ships at sea is inherently challenging, making peaceful encounters rare. It is unlikely for ships to simply pull alongside one another for casual conversation in an area fraught with danger.
As a result, the Open Sea has been designated as a hazardous zone where caution and vigilance are essential.
Sea Communication System: Flag Colors
To enhance communication and roleplay at sea, players can use in-game flags as a visual language. Raising specific flag colors or designs can signal intentions to other ships.
Below are suggested Pirate Flag Codes for use.
Flag Codes
White Flag
Universal sign of peace or surrender.
Use if you wish to avoid combat or signal non-hostile intent.
(( You may rob surrendering players, torture and other acts determined by consent sheet. ))
Black Flag
Indicates neutrality but warns that the ship is prepared for battle if necessary.
Red Flag
A sign of aggression or intent to attack.
Historically, the "Bloody Red" warned of no quarter given (a fight to the death).
Blue Flag
Request for parley or negotiation.
A peaceful signal indicating a desire to communicate before escalating conflict.
Yellow Flag
Represents disease or distress.
Use roleplay scenarios involving sickness or to ask for aid.
Green Flag
A sign of safe passage or trade.
Indicates the ship is open to friendly trade or non-hostile interaction.
Skull and Crossbones
Classic pirate symbol indicating intent to rob or attack.
If you’re setting sail, here’s an important update about flagging for your ship! All flagging is done using the Pippi item "Flaggi." These flags are strictly for ship communication purposes—ensuring smooth and immersive interactions on the water.
Please refrain from using "Flaggi" for anything outside of ship-related activities to keep everything running seamlessly.
Maximum Players per Ship: Each ship may have up to 10 players actively participating in a ship battle.
Maximum Engagement Size: Ship battles are limited to 10 vs. 10, meaning no more than 10 players from each side may participate at any given time.
Active Combatants
Only those aboard the ship and actively fighting (through PVP or cannonfire) are considered combatants.
If additional players are aboard but exceed the 10-player limit, they may not engage until one of their team is incapacitated.
Incapacitation and Rotations
Once a combatant is downed, they must remain out of the fight for its duration.
Remaining non-combatants aboard may rotate into active combat roles as replacements if they were initially non-participatory.
Downed Players
If you are downed by PVP combat, cannonfire, or any other means during a ship engagement, you must remain out of the conflict for its duration.
Downed players are considered incapacitated and cannot rejoin the fight until it has fully concluded.
Ship Incapacitation
A ship is considered incapacitated once all players aboard have been downed.
At this point, the ship can no longer defend itself, and raiders may board to loot containers, bodies, and take captives.
Aftermath for Downed Players
Downed players aboard an incapacitated ship may:
Conduct a Deathroll to determine survival in Discord (via the /r 1D20 command).
Roleplay injuries sustained during the battle.
Await capture or release by the raiders, as determined by the victor's roleplay intentions.
Looting
Raiders may loot the ship’s containers and bodies freely once all players have conducted dice rolls if applicable.
Any stolen goods are at the discretion of the raiders and must be roleplayed.
Captives
Surviving players may be taken captive by raiders for ransom, interrogation, or other roleplay scenarios.
Captives should roleplay their condition (injured, restrained, etc.) realistically.
Escape Attempts
Captive players may attempt escape at any moment, provided it aligns with the ongoing roleplay.
Ship Crews
Always remain on alert for threats both on the waves and below the surface.
Island Dwellers
Players living on remote islands or otherwise not on ships are not subject to KOS rules and must be engaged through normal roleplay interactions.
If a ship docks during an ongoing battle, the fight does not end. You may continue your assault on land without waiting for the enemy to draw their weapons, provided you choose to follow them.